Game of cards.



C. E. HOPKINS.

GAME 0F CARDS.- APPLICATION FILED NOV. l?. 19H'. A 1,287,317. Patented De.10,1918.

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C. E. HOPKINS.

GAME 0F CARDS.

APPLICATION FILED Nov. u. 1917.

Patented Dec. 10, 1918.

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C. E. HOPKINS.

GAME 0F CARDS.

APPLICATION FILED Nov. Il. I9I1. y

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UNTTED STATES PATENT FFTO.

CHARLES EDWARD HOPKINS, OF EMILIE, PENNSYLVANIA.

GAME OF CARDS.

Specification of Letters Patent.

Patented Dec. 10, 1918.

Application filed. November 17, 1917. Serial No. 202,525.

, as herein described and shown on drawings of designs used on cards played with in the game and forming a part thereof.

Oaptwe the Kaiser.

A game played with forty-five cards, ten cards in each suit. In the preferred embodiment of my invention one suit is to represent the army, comprising a general, a colonel, a lieutenant and seven cards with a bust of a soldier on each, body of card to show tents and sky. One suit to represent the navy comprising an admiral, a captain, a lieutenant and seven cards with a bust of a sailor on each card and a warship, body of card to represent sky and water. One suit to represent the aeroplane service comprising a general, a colonel, a lieutenant and seven cards with aeroplane and bust of aviator on each, body of card to represent clouds. One suit to represent submarinev service comprising an admiral, a captain, a lieutenant and seven cards with a submarine and bust of sailor on each card, body of card to represent sky and water. The suits from one to seven inclusive, to denote the numbers one to seven in order to establish relative numbers. The relative values of the diierent suits are the same, it being understood however, that the first suit card played elects the suit to which said card belongs as the trump. One card to represent the Hand of Fate.

One card to represent money, to be the card of Finance.

One card to represent a diplomat, the card of Diplomacy.

One card to represent secret service, the Secret Service card.

One card representing the Kaiser.

The object of the game is to capture the Kaiser, either by the Hand of Fate, by the Army, by the Navy, by the Aeroplaips,

1... plomacv or by Submarines.

The Hand ofv Fate card is to'have hour glass in center, body of card to represent clouds with hands pointing toward hour glass.

The card of Finance to represent gold flowing from bags.

The card of Diplomacy to have a bust of person to represent a diplomat, the body of card to represent documents.

The Secret Service card to have a bust` of person with a mask on face, body of card to be masks.

The card representing the Kaiser to have a bust of Kaiser holding a broken crown on his head, the body of the card to be covered with broken crowns.

The designs on all cards to be arr.nged so that either end of the cards will show the above mentioned designs.

The back of all the cards to have the word War, cover the surface.

The case to hold the cards to bear th title, Capture the Kaiser.

The game. cpture the Kaiser.

The game is played with a deck of fortyfive cards.

For two, three, four, ve, siX, seven or eight persons, according to direction.

l The pook.

The pack consists of orty-ve cards. For two hands, the six and seven of each suit are discarded. Each player has eighteen cards and One turned down on center of table. Three hands, the seven of Aeroplane and the seven of Submarine cards are discarded. Each player has fourteen cards and one turned down on center of table.

Four hands, each player has eleven cards and one turned down on center of table.

Five hands, are played with two decks, the seventh card of each suit being discarded and one Kaiser. Each player has sixteen cards and one turned down on center of table.

Six hands are played with two decks, the sixth and seventh card of each suit and one Kaiser is discarded. Each player having twelve cards and one turned down on center of table.

Seven hands are played with two decks, the sevens of Aeroplane and the sevens of Submarine and one Kaiser are discarded. Each player' having twelve cards and one turned down on center of table.

Eight hands are played with two decks, discarding one Kaiser, each player having eleven cards and one turned down on center of table.

Dealing.

The deal to be decided each time by cutting the cards. It the Hand of Fate is cut, it always Wins the deal. The Finance card, the Diplomat and Secret Service cards have no value in cutting, persons cutting them lose chance to deal. The highest card of any suit wins the deal. Four cards are always dealt to each player, the next card is always placed face down on center of table, and the remaining cards are dealt according to number of cards used. Partners play opposite each other. Player to right of dealer cuts cards. Cards are dealt to left of dealer, who do not lose deal because of mis-deal. If cards are exposed players can call to have cards dealt over.

Play/nig the game.

Player to left of dealer always leads. A suit must be led on the first lead, and the winner of the first trick must discard a card and in its place, take up card from center of table. The suit led on iirst trick played is trump throughout the game. Trump or other cards are beaten at any time by the Hand of Fate, which cai'd takes any trick at any time so desired. The Finance, the Diplomat and Secret Service caids can be played at any time instead of trump or suit, otherwise suit or trump must be played throughout the game. The Finance, the Diplomat and Secret Service cards are higher than any suit or trump only when led. Whichever card is played first has precedence over the other cards, as the Finance, Diplomat and Secret Service cards are of equal value, and any card can be played upon them. If the Hand of Fate is led, trump must be played upon it. The Kaiser cannot be discarded or played upon any trick, but must be captured in the last trick by the highest card played.

Value of cards.

The Hand of Fate is always the high card. The rank of any suit is high; from highest oiiicer to lowest number on any suit. The Finance card, the Diplomat and Secret Service cards are of equal value, and are higher than any suit -or trump, only when played first or led.

The score.

One hundred points constitutes the game. Any player or partner scoring one hundred points, can call the game at any time. Calling the game and not having one hundred points, the player or partners doing so, loses all points made during the deal at that time. Each trick taken counts one point. To capture the Kaiser counts ten points.

The invention is illustrated by the drawings submitted as follows:

Figure 1 is a View of the General of the Army suit.

Fig. 2 is a View of the Colonel card of the Army suit.

Fig. 3 is a view of the Lieutenant card of the Army suit.

Fig. l is a view of a soldier card of the Army suit.

Fig. 5 is a view of the General card of the Aviation suit.

Fig. 6 is a View of the Colonel card of the Aviation suit.

Fig. 7 is a view of the Lieutenant card of the Aviation suit.

Fig. 8 is a view of the Aviator card of the Aviation suit.

Fig. 9 is a view of the Admiral card of the Navy suit.

Fig. 10 is a view of the Captain card of the Navy suit.

Fig. 11 is a view of the Lieutenant card oit' the Navy suit.

Fig. 12 is a view of the Sailor card of the Navy suit.

Fig. 13 is a view of the Admiral card of the Submarine suit.

Fig. 14 isa view o'l the Captain card of the Submarine suit.

Fig. 15 is a view of the Lieutenant card of the Submarine suit.

Fig. 16 is a view of the Sailor card of the Submarine suit.

Fig. 17 is a view of the Diplomat card.

Fig. 18 is a view of the Finance card.

Fig. 19 is a iew of the Secret Service card.

Fig. 20 is a view of the Hand oi Fate card.

Fig. 21 is a rdew of the Kaiser card.

Fig. 22 is a view of the back of the cards oit all of the above suits and cards.

It will be gathered from the foregoing that in addition to suit cards representing vthe four arms of the army and navy of a country, my gaine cards comprise a Kaiser card that constitutes a quarry, a Hand ot Fate, card that is always superior in value to any other card, and three sub-superior cards denominated Diplomat card, Finance card, and Secret Service card, respectively, and each of which when led is superior to any other card save the superior Hand of Fate card. The card constituting the quarry and the three sub-superior cards alluded to serve in conjunction with the superior card and the suit cards described to make the game played with the cards an exemplii'ication of the existing international War, and in that Way increase the pleasurable interest excited by the playing of the game.

Having described the invention, I claim as new.

A pack of game cards comprising suits representing different arms of the armed service of a country, each suit including cards of consecutively increasing values; a

1c card that constitutes a quarry; a card typi- 'ying Fate as the most important Jfactor in the existing international War, and that, in play, is always superior to every other card; and three sub-superior cards typifying Diplomacy, Finance and Secret Service, 'le

Copies of this patent may be obtained for ve cents each, by addressing the Commissioner of Patents, Washington, D. G. 

